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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Rhonk Mistropgh
Character Name
Rogue 1
Class & Level
Criminal
Background
Bugbear
Race
Chaotic Neutral
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
10
+
2
(Race)
DEXTERITY
+3
16
15
+
1
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
-1
8
8
+
0
(Race)
ARMOR CLASS
14
INITIATIVE
+
PROFICIENCY
+
2
2
+
PERCEPTION
1414
+
SPEED
30
HIT POINTS
Max:
10
10
TEMP HP
POINT BUY
27
Picture URL:
Token URL:
1 +1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
-1 -1
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
11
DC
Cast Mod
Rage Damage
/
2
Rages
/
/
/
/
/
/
/
/
SPELLCASTING
[+instructions]

Bugbear (Racial)


  • Darkvision: See in dim light (60 ft.) as if it were bright, and in darkness as if it were dim.

  • Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

  • Powerful Build: You count as one size larger for carrying capacity and push/drag/lift weight.

  • Sneaky: You are proficient in the Stealth skill.

  • Surprise Attack: If you hit a creature that has not taken a turn in combat yet, the attack deals an extra 2d6 damage.



Rogue (Class)


  • Expertise: Your proficiency bonus is doubled for Stealth and Perception.

  • Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack (using a Finesse or Ranged weapon) if you have advantage, or if an ally is within 5 ft. of the target.

  • Thieves' Cant: A secret mix of dialect, jargon, and code that allows you to hide messages in normal conversation.



Criminal (Background)


  • Criminal Contact: You have a reliable contact who acts as your liaison to a network of other criminals.
[title]Bugbear (Racial)[/title]
[*] [b]Darkvision:[/b] See in dim light (60 ft.) as if it were bright, and in darkness as if it were dim.
[*] [b]Long-Limbed:[/b] When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
[*] [b]Powerful Build:[/b] You count as one size larger for carrying capacity and push/drag/lift weight.
[*] [b]Sneaky:[/b] You are proficient in the Stealth skill.
[*] [b]Surprise Attack:[/b] If you hit a creature that has not taken a turn in combat yet, the attack deals an extra [2d6] damage.
---
[title]Rogue (Class)[/title]
[*] [b]Expertise:[/b] Your proficiency bonus is doubled for Stealth and Perception.
[*] [b]Sneak Attack:[/b] Once per turn, you can deal an extra [1d6] damage to one creature you hit with an attack (using a Finesse or Ranged weapon) if you have advantage, or if an ally is within 5 ft. of the target.
[*] [b]Thieves' Cant:[/b] A secret mix of dialect, jargon, and code that allows you to hide messages in normal conversation.
---
[title]Criminal (Background)[/title]
[*] [b]Criminal Contact:[/b] You have a reliable contact who acts as your liaison to a network of other criminals.
FEATURES & TRAITS
1d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Leather Armor [11+Dex]
10
1
Rapier
2
1
Shortbow
2
1
Quiver
1
1
Arrows (20)
1
2
Dagger
1
1
Burglar's Pack
16
1
Thieves' Tools
1
1
Crowbar
5
1
Common Clothes
3
Total: 43.3 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
15
PP
0
Belt pouch
WEALTH
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' Tools, Dice Set
Languages: Common, Goblin, Thieves' Cant
PROFICIENCIES & LANGUAGES
I move with a slow, deliberate silence and am often found in the darkest corner of the room. I am unsettlingly still, watching everyone and everything.
PERSONALITY TRAITS
Survival. I will do what it takes to stay alive and free. (Chaotic)
IDEALS
I am suspicious of 'friends,' but I will protect the few I trust with a silent, terrifying ferocity
BONDS
I'm paranoid. I see plots and dangers everywhere, especially in open, sunny places. I can't stand being in the center of a room.
FLAWS
 
🎨 Physical Description
Rhonka is an unsettling figure. She stands nearly eight feet tall, but her lanky, unnaturally long-limbed build gives her a hunched, almost spider-like silhouette. She moves with a slow, predatory patience, only to explode into terrifying speed when she strikes.

Her fur is a matted, oily, dark grey, mottled with patches of black that seem to soak up the light. Her large, unblinking orange eyes are her most disturbing feature; her pupils are wide, dark pools, and she rarely moves them, preferring to turn her entire head slowly to track a sound or movement.

Her leather armor is not new or polished. It is boiled, blackened, and scarred, its straps and buckles muffled with scraps of cloth. Her daggers are not kept on her belt, but are strapped to her forearms and one boot. Her crowbar is tucked into her pack, its metal head wrapped in cloth to prevent it from clinking. She smells of dust, old leather, and damp fur.

🗣️ Voice & Mannerisms
Rhonka's voice is a low, gravelly whisper. She speaks in short, clipped sentences and rarely wastes words, often communicating with a simple nod or a dismissive, sibilant "Sssshh."

The Watcher: She is never comfortable in an open room and will always gravitate to the darkest corner, where she can put her back to a wall and watch all the entrances.

Unnerving Stillness: When she is not moving, she is preternaturally still. She can remain motionless for an_unnervingly_ long time, watching and listening.

Paranoid Habits: She constantly scans her surroundings, her eyes flicking to ceilings, shadows, and doorways. She never sits with her back to an unlocked door and is wary of anyone who is "too loud" or "too friendly."

Gifts: She is not "nice," but she is practical. She may show a bizarre form of affection by leaving a "gift" for a companion she trusts—a dead rat, a "found" coin, or a useful item she quietly pilfered for them.

📖 Backstory & Criminal Contact
Rhonka's "Sneaky" nature made her an outcast in her bugbear clan, who valued brute force and loud displays of dominance. Her quiet, watchful nature made the others paranoid, and she was eventually driven out.

She found a new, if not better, "clan" in the gutters of a human city: a thieves' guild. They tried to use her as muscle, but her talents were clearly in infiltration and "quiet work." She learned the trade, mastered her skills, and then, just as she had with her first clan, she disappeared. Her "Criminal Contact" is a cautious, nervous fence-master named "Stitch." Stitch is not her friend, but he is the only one who knows how to contact her (by leaving messages in specific, shadowed alcoves), and he's the only one brave or foolish enough to buy her "special" acquisitions.

🎒 Extra Info & Trinket
Inside Your Pack: Among the standard adventuring gear, Rhonka has a small, worn tin. Inside is a thick, odorless, black paste—a mixture of grease and ash. She uses this to darken her fur and gear for "serious work."

Motivation: Rhonka is not driven by greed or a desire for fame. She is driven by a deep-seated, animalistic need for security. She wants a "den"—a place that is dark, safe, defensible, and hers. She sees money as a tool to acquire this permanent, unassailable safety.
DESCRIPTION & EXTRA INFO
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